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Jumpgate Evolution News - Blog: Combating Combat

Posted by Jon Wood on Jul 22, 2009  | 0 comments in our forums

In his most recent official MMORPG.com blog update, Jumpgate Evolution Producer Hermann Peterscheck discusses combat in the upcoming game.

[name of game]

Most MMOs have some kind of combat system as a major basis for character advancement and progression. Jumpgate is similar in some ways, however as an action MMO, combat tactics are quite different than in other familiar and more RPG like MMOs.

When we approach combat we consider that at the core we must have various roles with both strengths and weaknesses. A dangerous temptation in design is to pick a favorite and overpower it. Avoiding super weapons is a critical part of balance and so the first rule is to design for weakness. As an example, our first two classes of ships were light and heavy fighters. The benefits are reasonably obvious. Light fighters are quick and nimble and heavy fighters are well armored and more heavily armed. The weaknesses are a bit trickier. Should light fighters have less weaponry or less armor or both? Should they have access to less powerful shields and if so, how is this accomplished? Most importantly is how this is communicated to the player and is it actually fun?

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